#+SETUPFILE: ../../template/level-1.org
#+TITLE: Fenris Punk Core Rules
#+Description: Core rules index.


* Work in progress note

While the sitemap does contain a list of all documents, please use the
following to avoid spoilers or older game data.


* Quotations

Unless otherwise attributed, the quotations throughout the rules came
from Fenris Co-op's bulletin board. But most of them appear all over
the net.


* Core Rules

- [[file:./universe-campaign-setting.org][Campaign Setting]]
- [[file:./character-creation.org][Character Creation]]
- [[file:./action-economy.org][Action Economy]]
- [[file:../tables/index.org][Tables]]
- [[file:./glossary.org][Glossary]]


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* Role playing vs Roll playing

Players often either act in in the role of their character or they
roll dice to determine how their character performs or sometimes
both. Combat typically uses rolling Attempts to determine success or
failure and then another die to determine the significance of the
effect (such as damage or healing).


** Attempts

The primary rules use dice to randomly determine success or failure of
an Attempt. Most systems use either a twenty-sided die (d20) or a
six-sided die (d6). Some systems use more than one.

Fenris Punk uses a d20 to Attempt to do something and then add any
related modifiers. Often, rolling a 1 or a 20 causes an exception to
the normal rules. Usually rolling a 1 causes a CritialPenalty and
rolling a 20 is a critial success.


*** Alternate Attempt rules

Most of the rules assume a d20, but players can use a different
Attempt dice. Please note that changing it will have drastic dialation
effects. The CritialPenalty should always remain fixed, when lower
means worse, as the MIN value.


* Health and Damage

Fenris Punk uses Health, commonly known as HP, as an abstraction for
how hurt from damage, such as pain or bruises, a person can become
before other serious Conditions begin to affect the person, often
leading to permanent injury or death. Instead of making up a game
system, Fenris Punk will do its best to keep to medical terms for
trauma and injuries.

When an actor reaches 0 health or when they receive a critical hit,
they must take a Condition based on the DamageType they receive. The
more specific the details become, the possibility of more dramatic but
slower gameplay. 


** InjuriesProtoMatrix
  :PROPERTIES:
  :ID:       e7658f17-54e1-49a3-9ab3-16fe9ba273e7
  :DESCRIPTION: Optional gameplay details.
  :END:
#+TBLNAME: InjuriesProtoMatrix
| List of Regions | x | List of Injuries |
|-----------------+---+------------------|
| Head            |   | Cut              |
| Leg             |   | Crushed          |
| Chest           |   | Severed          |
| Abdomen         |   | Punctured        |
| Arm             |   | Rotten           |
| Hand            |   |                  |
| Foot            |   |                  |
| Spine           |   |                  |
| Face            |   |                  |
| Groin           |   |                  |


* Health Conditions

Use Conditions to add drama to tense game situations and
ConditionLevels to add severity. The tables have the general cure or
fix for each of them, but also remember that magic and some
technologies can fix anything.
